Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game
Alternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion o...
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ndltd-LACETR-oai-collectionscanada.gc.ca-OOU.#10393-204822013-10-04T04:23:02ZPlaying with Reality: Frame Valuations and the 2012 Alternate Reality GamePayette, Stevealternate reality gametransmediasemiotictransvaluationframe analysisAlternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion over the status of its dispersed content as real or as part of a game. This thesis offers a case study of the 2012 game. The case is contextualized within the disciplines of media studies and games studies, in a wider digital culture where the ubiquity of technology converges to user experience design. A theoretical framework based on Charles S. Peirce’s semiotic, supplemented by Erving Goffman’s frame analysis and James J. Liszka’s transvaluation theory is used to explain the ARG’s problematic relation to the experience of reality.2011-12-13T19:56:21Z2011-12-13T19:56:21Z20122011-12-13Thèse / Thesishttp://hdl.handle.net/10393/20482en |
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en |
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alternate reality game transmedia semiotic transvaluation frame analysis |
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alternate reality game transmedia semiotic transvaluation frame analysis Payette, Steve Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game |
description |
Alternate reality games (ARG) are a relatively new type of game that distributes game content across several media without explicitly identifying that content as part of a game. While players benefit from this aesthetically immersive experience the type of game has the potential to cause confusion over the status of its dispersed content as real or as part of a game. This thesis offers a case study of the 2012 game. The case is contextualized within the disciplines of media studies and games studies, in a wider digital culture where the ubiquity of technology converges to user experience design. A theoretical framework based on Charles S. Peirce’s semiotic, supplemented by Erving Goffman’s frame analysis and James J. Liszka’s transvaluation theory is used to explain the ARG’s problematic relation to the experience of reality. |
author |
Payette, Steve |
author_facet |
Payette, Steve |
author_sort |
Payette, Steve |
title |
Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game |
title_short |
Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game |
title_full |
Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game |
title_fullStr |
Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game |
title_full_unstemmed |
Playing with Reality: Frame Valuations and the 2012 Alternate Reality Game |
title_sort |
playing with reality: frame valuations and the 2012 alternate reality game |
publishDate |
2011 |
url |
http://hdl.handle.net/10393/20482 |
work_keys_str_mv |
AT payettesteve playingwithrealityframevaluationsandthe2012alternaterealitygame |
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1716603582121246720 |